Darkpromise armor bonus too low?
Darkpromise armor bonus too low?
I've been looking at the Darkpromise set for my healers and noticed that it has a 312 armor bonus instead of wounds or some other stat. I wouldn't mind this that much (on WP at least, it seems useless on cloth healer) if it weren't abnormally low. Shouldn't it be giving the equivalent of 78 stat points in armor? Based on talismans, each stat point gives 5.5 armor, so the set should give 429 armor. Additionally, the Redeye set, which is 3 tiers lower, gives a 528 armor bonus.
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- Sinisterror
- Posts: 1211
Re: Darkpromise armor bonus too low?
Only Place where anything 200-300 armour bonuses would be fine when its on cloth healer like shammy/am on Vale-Walker/Beastlord first set bonus so its close to 500 armour. Also Ruin/Red-eye still gives 550 & 700+ armor at 2/3pc bonus for Tanks. Mercenary/Domi Gives 480-500 something armour bonus for wp/dok and all medium armor melee dps.
In AoR Things like 200-300 armour was on 1 gear piece(again same for all classes as a stat in item) as one of the stat bonuses on Defensive Sovereign, definetely not as set bonus. Also Rp/Ze 1500 armour tactic stacked with 600 Armour pot and you could still stack one 700-900 armour proc that stacked to close to or bit over 3k. After that Something like Morale armour bonus replaced the Armour proc or armor pot, but still stacked with the rest.
And those 700-900 Armour buff procs were on universal cloak that everyone can use or lotd talismans, but still for everyone and not class restricted. If you going to nerf Armour so much(espesially after armor talisman nerf from 180 to 136 and now 390 pot not 660) pls dont waste set bonuses for 200-300 armour for light armour classes espesially anything over 2-3pc set bonus.
In AoR Things like 200-300 armour was on 1 gear piece(again same for all classes as a stat in item) as one of the stat bonuses on Defensive Sovereign, definetely not as set bonus. Also Rp/Ze 1500 armour tactic stacked with 600 Armour pot and you could still stack one 700-900 armour proc that stacked to close to or bit over 3k. After that Something like Morale armour bonus replaced the Armour proc or armor pot, but still stacked with the rest.
And those 700-900 Armour buff procs were on universal cloak that everyone can use or lotd talismans, but still for everyone and not class restricted. If you going to nerf Armour so much(espesially after armor talisman nerf from 180 to 136 and now 390 pot not 660) pls dont waste set bonuses for 200-300 armour for light armour classes espesially anything over 2-3pc set bonus.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz
- Scragmuncher
- Posts: 114
Re: Darkpromise armor bonus too low?
I agree that having armor as a set bonus always feels pretty cheap, especially when the bonus is so low.
Armor is an amazing defensive stat for sure, but often feels like a wasted set bonus as the amount is often very low.
Armor is an amazing defensive stat for sure, but often feels like a wasted set bonus as the amount is often very low.
Knutkrusher - The man, the myth, the dead body on the floor.
Re: Darkpromise armor bonus too low?
As far as i can see, significant part of new sets are having garbage set bonuses so they wouldn't become "too good".
- Sinisterror
- Posts: 1211
Re: Darkpromise armor bonus too low?
Also if we NEED to have Mirrored class archetype set bonuses/stats which has been the case for sometime now, you really need to make them to fit every class. Example of rr100 Offensive/Defensive sets for ALL tanks.
Warpforged (Offensive)
Str - 374
WS - 228
Tou - 212
Wou - 178
8% melee crit chance
120 melee power
8% reduced chance to be parried
4 AP per second
6% parry
10% critical damage
Set Bonuses
2 piece - On Hit: 10% chance to reduce the next two heals on the target within 10 seconds by 500.(Only kind of Heal debuff that worked on Melee heals as well potions to morales)
4 piece - On Hit: 10% chance to increase Melee Power by 220 for 10 seconds.
5 piece - 2m cool down - Nearby allies have their movement speed increased by 60% for 10 seconds.
----------
Warpforged (Defensive)
Tou - 374
Wou - 228
Init - 212
Str - 178
9% reduced chance to be crit
7% block
120 hit points every 4 seconds
5 AP per second
6% reduced armor penetration
120 fortitude
Set Bonuses
2 piece - On Being Hit: 10% chance to increase Fortitude by 220 for 10 seconds.
4 piece - On Being Hit: 10% chance to Heal yourself for 1125 health over the next 5 seconds.
5 piece - 2m cool down - Your group becomes immune to Stagger, Knockdown, Root and Knockback effects for 5 seconds.
Those stats are literally useful for every tank in the game, and earlier sets had SPESIFIC class bonuses on set items. Dps Wp/dok had same set bonuses with Medium Armor Melee dps did(Stats had differences on items, class spesifik like 4 Fury/Essence gained every 1sec)
dps AM/Shammy Had Same set bonuses with all Ranged Magic dmg Sorc/Bw/Magus. Everyone got as 2pc bonus 12% Crit/25% Crit dmg proc(except tanks got that HD proc as 2pc bonus) and Magic/Melee/Ranged power proc or melee and ranged if you were sh/sw.
These are the kind of bonuses we could really use. in Aor 5pc Conqueror set for wh/we had 1500 Armour debuff proc as 5pc bonus. 4pc was 5% Crit, 3pc Wounds 2pc Str. And it didnt even require lvl 40 but lvl 30something after rr100 patch came. Invader was 45-50rr, Warlord was 50-55rr and these sets had spesific bonuses for classes.
We could realllllly use powerful sets at lower lvl or separating the tiers in RvR, do it 20-39 Tier 2-3 and Tier 1 is now lvl 1-19 and tactics back to being gained at the old lvls 11/20/30/40 .
Warpforged (Offensive)
Str - 374
WS - 228
Tou - 212
Wou - 178
8% melee crit chance
120 melee power
8% reduced chance to be parried
4 AP per second
6% parry
10% critical damage
Set Bonuses
2 piece - On Hit: 10% chance to reduce the next two heals on the target within 10 seconds by 500.(Only kind of Heal debuff that worked on Melee heals as well potions to morales)
4 piece - On Hit: 10% chance to increase Melee Power by 220 for 10 seconds.
5 piece - 2m cool down - Nearby allies have their movement speed increased by 60% for 10 seconds.
----------
Warpforged (Defensive)
Tou - 374
Wou - 228
Init - 212
Str - 178
9% reduced chance to be crit
7% block
120 hit points every 4 seconds
5 AP per second
6% reduced armor penetration
120 fortitude
Set Bonuses
2 piece - On Being Hit: 10% chance to increase Fortitude by 220 for 10 seconds.
4 piece - On Being Hit: 10% chance to Heal yourself for 1125 health over the next 5 seconds.
5 piece - 2m cool down - Your group becomes immune to Stagger, Knockdown, Root and Knockback effects for 5 seconds.
Those stats are literally useful for every tank in the game, and earlier sets had SPESIFIC class bonuses on set items. Dps Wp/dok had same set bonuses with Medium Armor Melee dps did(Stats had differences on items, class spesifik like 4 Fury/Essence gained every 1sec)
dps AM/Shammy Had Same set bonuses with all Ranged Magic dmg Sorc/Bw/Magus. Everyone got as 2pc bonus 12% Crit/25% Crit dmg proc(except tanks got that HD proc as 2pc bonus) and Magic/Melee/Ranged power proc or melee and ranged if you were sh/sw.
These are the kind of bonuses we could really use. in Aor 5pc Conqueror set for wh/we had 1500 Armour debuff proc as 5pc bonus. 4pc was 5% Crit, 3pc Wounds 2pc Str. And it didnt even require lvl 40 but lvl 30something after rr100 patch came. Invader was 45-50rr, Warlord was 50-55rr and these sets had spesific bonuses for classes.
We could realllllly use powerful sets at lower lvl or separating the tiers in RvR, do it 20-39 Tier 2-3 and Tier 1 is now lvl 1-19 and tactics back to being gained at the old lvls 11/20/30/40 .
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz
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